1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
… | |
… | |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <random_map.h> |
26 | #include <rmg.h> |
27 | #include <sproto.h> |
27 | #include <sproto.h> |
28 | #include <rproto.h> |
28 | #include <rproto.h> |
29 | |
29 | |
30 | /* find a character in the layout. fx and fy are pointers to |
30 | /* find a character in the maze. fx and fy are pointers to |
31 | where to find the char. fx,fy = -1 if not found. */ |
31 | where to find the char. fx,fy = -1 if not found. */ |
32 | static void |
32 | static void |
33 | find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) |
33 | find_in_layout (int mode, char target, int &fx, int &fy, layout &maze) |
34 | { |
34 | { |
35 | int M; |
35 | int M; |
36 | int i, j; |
36 | int i, j; |
37 | |
37 | |
38 | *fx = -1; |
38 | fx = -1; |
39 | *fy = -1; |
39 | fy = -1; |
40 | |
40 | |
41 | /* if a starting point isn't given, pick one */ |
41 | /* if a starting point isn't given, pick one */ |
42 | if (mode < 1 || mode > 4) |
42 | if (mode < 1 || mode > 4) |
43 | M = rmg_rndm (4) + 1; |
43 | M = rmg_rndm (4) + 1; |
44 | else |
44 | else |
… | |
… | |
49 | the same damned thing every time. */ |
49 | the same damned thing every time. */ |
50 | switch (M) |
50 | switch (M) |
51 | { |
51 | { |
52 | case 1: |
52 | case 1: |
53 | /* search from top left down/right */ |
53 | /* search from top left down/right */ |
54 | for (i = 1; i < RP->Xsize; i++) |
54 | for (i = 1; i < maze.w; i++) |
55 | for (j = 1; j < RP->Ysize; j++) |
55 | for (j = 1; j < maze.h; j++) |
56 | { |
56 | { |
57 | if (layout[i][j] == target) |
57 | if (maze[i][j] == target) |
58 | { |
58 | { |
59 | *fx = i; |
59 | fx = i; |
60 | *fy = j; |
60 | fy = j; |
61 | return; |
61 | return; |
62 | } |
62 | } |
63 | } |
63 | } |
64 | break; |
64 | break; |
65 | |
65 | |
66 | case 2: |
66 | case 2: |
67 | /* Search from top right down/left */ |
67 | /* Search from top right down/left */ |
68 | for (i = RP->Xsize - 2; i > 0; i--) |
68 | for (i = maze.w - 2; i > 0; i--) |
69 | for (j = 1; j < RP->Ysize - 1; j++) |
69 | for (j = 1; j < maze.h - 1; j++) |
70 | { |
70 | { |
71 | if (layout[i][j] == target) |
71 | if (maze[i][j] == target) |
72 | { |
72 | { |
73 | *fx = i; |
73 | fx = i; |
74 | *fy = j; |
74 | fy = j; |
75 | return; |
75 | return; |
76 | } |
76 | } |
77 | } |
77 | } |
78 | break; |
78 | break; |
79 | |
79 | |
80 | case 3: |
80 | case 3: |
|
|
81 | /* search from bottom-right up-left */ |
|
|
82 | for (i = maze.w - 2; i > 0; i--) |
|
|
83 | for (j = maze.h - 2; j > 0; j--) |
|
|
84 | { |
|
|
85 | if (maze[i][j] == target) |
|
|
86 | { |
|
|
87 | fx = i; |
|
|
88 | fy = j; |
|
|
89 | return; |
|
|
90 | } |
|
|
91 | } |
|
|
92 | break; |
|
|
93 | |
|
|
94 | case 4: |
81 | /* search from bottom-left up-right */ |
95 | /* search from bottom-left up-right */ |
82 | for (i = 1; i < RP->Xsize - 1; i++) |
96 | for (i = 1; i < maze.w - 1; i++) |
83 | for (j = RP->Ysize - 2; j > 0; j--) |
97 | for (j = maze.h - 2; j > 0; j--) |
84 | { |
98 | { |
85 | if (layout[i][j] == target) |
99 | if (maze[i][j] == target) |
86 | { |
100 | { |
87 | *fx = i; |
101 | fx = i; |
88 | *fy = j; |
102 | fy = j; |
89 | return; |
103 | return; |
90 | } |
104 | } |
91 | } |
105 | } |
92 | break; |
106 | break; |
93 | |
|
|
94 | case 4: |
|
|
95 | /* search from bottom-right up-left */ |
|
|
96 | for (i = RP->Xsize - 2; i > 0; i--) |
|
|
97 | for (j = RP->Ysize - 2; j > 0; j--) |
|
|
98 | { |
|
|
99 | if (layout[i][j] == target) |
|
|
100 | { |
|
|
101 | *fx = i; |
|
|
102 | *fy = j; |
|
|
103 | return; |
|
|
104 | } |
|
|
105 | } |
|
|
106 | break; |
|
|
107 | |
|
|
108 | } |
107 | } |
|
|
108 | } |
|
|
109 | |
|
|
110 | point |
|
|
111 | layout::find (char target, int mode) |
|
|
112 | { |
|
|
113 | int x, y; |
|
|
114 | |
|
|
115 | find_in_layout (mode, target, x, y, *this); |
|
|
116 | |
|
|
117 | return point (x, y); |
109 | } |
118 | } |
110 | |
119 | |
111 | /* orientation: 0 means random, |
120 | /* orientation: 0 means random, |
112 | 1 means descending dungeon |
121 | 1 means descending dungeon |
113 | 2 means ascending dungeon |
122 | 2 means ascending dungeon |
… | |
… | |
115 | 4 means leftward |
124 | 4 means leftward |
116 | 5 means northward |
125 | 5 means northward |
117 | 6 means southward |
126 | 6 means southward |
118 | */ |
127 | */ |
119 | void |
128 | void |
120 | place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) |
129 | place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP) |
121 | { |
130 | { |
122 | char styledirname[1024]; |
|
|
123 | maptile *style_map_down = 0; /* harder maze */ |
131 | maptile *style_map_down = 0; /* harder maze */ |
124 | maptile *style_map_up = 0; /* easier maze */ |
132 | maptile *style_map_up = 0; /* easier maze */ |
125 | object *the_exit_down; /* harder maze */ |
133 | object *the_exit_down; /* harder maze */ |
126 | object *the_exit_up; /* easier maze */ |
134 | object *the_exit_up; /* easier maze */ |
127 | int cx = -1, cy = -1; /* location of a map center */ |
135 | int cx = -1, cy = -1; /* location of a map center */ |
128 | int upx = -1, upy = -1; /* location of up exit */ |
136 | int upx = -1, upy = -1; /* location of up exit */ |
129 | int downx = -1, downy = -1; |
137 | int downx = -1, downy = -1; |
130 | int final_map_exit = 1; |
138 | int final_map_exit = 1; |
131 | |
139 | |
132 | if (RP->exit_on_final_map) |
140 | if (const char *eofm = RP->get_str ("exit_on_final_map", 0)) |
133 | if (strstr (RP->exit_on_final_map, "no")) |
141 | if (strstr (eofm, "no")) |
134 | final_map_exit = 0; |
142 | final_map_exit = 0; |
135 | |
143 | |
136 | if (!orientation) |
144 | if (!orientation) |
137 | orientation = rmg_rndm (6) + 1; |
145 | orientation = rmg_rndm (6) + 1; |
138 | |
146 | |
139 | switch (orientation) |
147 | switch (orientation) |
140 | { |
148 | { |
141 | case 1: |
149 | case 1: |
142 | { |
150 | { |
143 | sprintf (styledirname, "/styles/exitstyles/up"); |
|
|
144 | style_map_up = find_style (styledirname, exitstyle, -1); |
151 | style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty); |
145 | sprintf (styledirname, "/styles/exitstyles/down"); |
|
|
146 | style_map_down = find_style (styledirname, exitstyle, -1); |
152 | style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty); |
147 | break; |
153 | break; |
148 | } |
154 | } |
149 | |
155 | |
150 | case 2: |
156 | case 2: |
151 | { |
157 | { |
152 | sprintf (styledirname, "/styles/exitstyles/down"); |
|
|
153 | style_map_up = find_style (styledirname, exitstyle, -1); |
158 | style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty); |
154 | sprintf (styledirname, "/styles/exitstyles/up"); |
|
|
155 | style_map_down = find_style (styledirname, exitstyle, -1); |
159 | style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty); |
156 | break; |
160 | break; |
157 | } |
161 | } |
158 | |
162 | |
159 | default: |
163 | default: |
160 | { |
164 | { |
161 | sprintf (styledirname, "/styles/exitstyles/generic"); |
165 | style_map_up = |
162 | style_map_up = find_style (styledirname, exitstyle, -1); |
166 | style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty); |
163 | style_map_down = style_map_up; |
|
|
164 | break; |
167 | break; |
165 | } |
168 | } |
166 | } |
169 | } |
167 | |
170 | |
168 | the_exit_up = style_map_up |
171 | the_exit_up = style_map_up |
169 | ? style_map_up->pick_random_object (rmg_rndm)->clone () |
172 | ? style_map_up->pick_random_object (rmg_rndm)->clone () |
170 | : archetype::get (shstr_exit); |
173 | : archetype::get (shstr_exit); |
171 | |
174 | |
|
|
175 | const char *final_map = RP->get_str ("final_map", 0); |
|
|
176 | |
172 | /* we need a down exit only if we're recursing. */ |
177 | /* we need a down exit only if we're recursing. */ |
173 | if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) |
178 | if (RP->dungeon_level < RP->dungeon_depth || final_map) |
174 | the_exit_down = style_map_down |
179 | the_exit_down = style_map_down |
175 | ? style_map_down->pick_random_object (rmg_rndm)->clone () |
180 | ? style_map_down->pick_random_object (rmg_rndm)->clone () |
176 | : archetype::get (shstr_exit); |
181 | : archetype::get (shstr_exit); |
177 | else |
182 | else |
178 | the_exit_down = 0; |
183 | the_exit_down = 0; |
179 | |
184 | |
180 | /* set up the up exit */ |
185 | /* set up the up exit */ |
181 | the_exit_up->stats.hp = RP->origin_x; |
186 | the_exit_up->stats.hp = RP->get_iv ("origin_x", -1); |
182 | the_exit_up->stats.sp = RP->origin_y; |
187 | the_exit_up->stats.sp = RP->get_iv ("origin_y", -1); |
183 | the_exit_up->slaying = RP->origin_map; |
188 | the_exit_up->slaying = RP->get_str ("origin_map", 0); |
184 | |
189 | |
185 | /* figure out where to put the entrance */ |
190 | /* figure out where to put the entrance */ |
186 | /* begin a logical block */ |
191 | /* begin a logical block */ |
187 | { |
192 | { |
188 | /* First, look for a '<' char */ |
193 | /* First, look for a '<' char */ |
189 | find_in_layout (0, '<', &upx, &upy, maze, RP); |
194 | find_in_layout (0, '<', upx, upy, maze); |
190 | |
195 | |
191 | /* next, look for a C, the map center. */ |
196 | /* next, look for a C, the map center. */ |
192 | find_in_layout (0, 'C', &cx, &cy, maze, RP); |
197 | find_in_layout (0, 'C', cx, cy, maze); |
193 | |
198 | |
194 | /* if we didn't find an up, find an empty place far from the center */ |
199 | /* if we didn't find an up, find an empty place far from the center */ |
195 | if (upx == -1 && cx != -1) |
200 | if (upx == -1 && cx != -1) |
196 | { |
201 | { |
197 | if (cx > RP->Xsize / 2) |
202 | if (cx > RP->Xsize / 2) |
… | |
… | |
203 | upy = 1; |
208 | upy = 1; |
204 | else |
209 | else |
205 | upy = RP->Ysize - 2; |
210 | upy = RP->Ysize - 2; |
206 | |
211 | |
207 | /* find an empty place far from the center */ |
212 | /* find an empty place far from the center */ |
208 | if (upx == 1 && upy == 1) |
213 | if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze); |
209 | find_in_layout (1, 0, &upx, &upy, maze, RP); |
214 | else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze); |
210 | else if (upx == 1 && upy > 1) |
215 | else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze); |
211 | find_in_layout (3, 0, &upx, &upy, maze, RP); |
216 | else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze); |
212 | else if (upx > 1 && upy == 1) |
|
|
213 | find_in_layout (2, 0, &upx, &upy, maze, RP); |
|
|
214 | else if (upx > 1 && upy > 1) |
|
|
215 | find_in_layout (4, 0, &upx, &upy, maze, RP); |
|
|
216 | } |
217 | } |
217 | |
218 | |
218 | /* no indication of where to place the exit, so just place it. */ |
219 | /* no indication of where to place the exit, so just place it. */ |
219 | if (upx == -1) |
220 | if (upx == -1) |
220 | find_in_layout (0, 0, &upx, &upy, maze, RP); |
221 | find_in_layout (0, 0, upx, upy, maze); |
221 | |
222 | |
222 | the_exit_up->x = upx; |
223 | the_exit_up->x = upx; |
223 | the_exit_up->y = upy; |
224 | the_exit_up->y = upy; |
224 | |
225 | |
225 | /* surround the exits with notices that this is a random map. */ |
226 | /* surround the exits with notices that this is a random map. */ |
226 | for (int j = 1; j < 9; j++) |
227 | for (int j = 1; j < 9; j++) |
227 | { |
|
|
228 | if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) |
228 | if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) |
229 | { |
229 | { |
230 | object *random_sign = archetype::get (shstr_sign); |
230 | object *random_sign = archetype::get (shstr_sign); |
231 | random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1); |
231 | random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth); |
232 | map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0); |
232 | map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0); |
233 | } |
233 | } |
234 | } |
|
|
235 | |
234 | |
236 | /* Block the exit so things don't get dumped on top of it. */ |
235 | /* Block the exit so things don't get dumped on top of it. */ |
237 | the_exit_up->move_block = MOVE_ALL; |
236 | the_exit_up->move_block = MOVE_ALL; |
238 | |
237 | |
239 | insert_ob_in_map (the_exit_up, map, NULL, 0); |
238 | insert_ob_in_map (the_exit_up, map, NULL, 0); |
… | |
… | |
242 | /* set the starting x,y for this map */ |
241 | /* set the starting x,y for this map */ |
243 | map->enter_x = the_exit_up->x; |
242 | map->enter_x = the_exit_up->x; |
244 | map->enter_y = the_exit_up->y; |
243 | map->enter_y = the_exit_up->y; |
245 | |
244 | |
246 | /* first, look for a '>' character */ |
245 | /* first, look for a '>' character */ |
247 | find_in_layout (0, '>', &downx, &downy, maze, RP); |
246 | find_in_layout (0, '>', downx, downy, maze); |
248 | |
247 | |
249 | /* if no > is found use C */ |
248 | /* if no > is found use C */ |
250 | if (downx == -1) |
249 | if (downx == -1) |
251 | { |
250 | { |
252 | downx = cx; |
251 | downx = cx; |
… | |
… | |
266 | downy = 1; |
265 | downy = 1; |
267 | else |
266 | else |
268 | downy = RP->Ysize - 2; |
267 | downy = RP->Ysize - 2; |
269 | |
268 | |
270 | /* find an empty place far from the entrance */ |
269 | /* find an empty place far from the entrance */ |
271 | if (downx == 1 && downy == 1) |
270 | if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze); |
272 | find_in_layout (1, 0, &downx, &downy, maze, RP); |
271 | else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze); |
273 | else if (downx == 1 && downy > 1) |
272 | else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze); |
274 | find_in_layout (3, 0, &downx, &downy, maze, RP); |
273 | else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze); |
275 | else if (downx > 1 && downy == 1) |
|
|
276 | find_in_layout (2, 0, &downx, &downy, maze, RP); |
|
|
277 | else if (downx > 1 && downy > 1) |
|
|
278 | find_in_layout (4, 0, &downx, &downy, maze, RP); |
|
|
279 | } |
274 | } |
280 | |
275 | |
281 | /* no indication of where to place the down exit, so just place it */ |
276 | /* no indication of where to place the down exit, so just place it */ |
282 | if (downx == -1) |
277 | if (downx == -1) |
283 | find_in_layout (0, 0, &downx, &downy, maze, RP); |
278 | find_in_layout (0, 0, downx, downy, maze); |
284 | |
279 | |
285 | if (the_exit_down) |
280 | if (the_exit_down) |
286 | { |
281 | { |
287 | char buf[16384]; |
|
|
288 | |
|
|
289 | int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); |
282 | int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); |
|
|
283 | |
290 | the_exit_down->x = downx + freearr_x[i]; |
284 | the_exit_down->x = downx + freearr_x[i]; |
291 | the_exit_down->y = downy + freearr_y[i]; |
285 | the_exit_down->y = downy + freearr_y[i]; |
|
|
286 | |
292 | RP->origin_x = the_exit_down->x; |
287 | RP->set ("origin_x", (IV)the_exit_down->x); |
293 | RP->origin_y = the_exit_down->y; |
288 | RP->set ("origin_y", (IV)the_exit_down->y); |
294 | write_map_parameters_to_string (buf, RP); |
289 | |
295 | the_exit_down->msg = buf; |
290 | the_exit_down->msg = RP->as_shstr (); |
|
|
291 | the_exit_down->slaying = shstr_random_map_exit; |
296 | |
292 | |
297 | /* the identifier for making a random map. */ |
293 | /* the identifier for making a random map. */ |
298 | if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) |
294 | if (RP->dungeon_level >= RP->dungeon_depth && final_map) |
299 | { |
295 | { |
300 | maptile *new_map; |
296 | the_exit_down->msg = 0; |
301 | object *the_exit_back = arch_to_object (the_exit_up->arch); |
|
|
302 | |
|
|
303 | /* load it */ |
|
|
304 | if (!(new_map = maptile::find_sync (RP->final_map))) |
|
|
305 | return; |
|
|
306 | |
|
|
307 | new_map->load_sync (); |
|
|
308 | |
|
|
309 | the_exit_down->slaying = RP->final_map; |
297 | the_exit_down->slaying = final_map; |
310 | |
298 | |
|
|
299 | if (final_map_exit) |
|
|
300 | if (maptile *new_map = maptile::find_sync (final_map)) |
|
|
301 | { |
|
|
302 | object *the_exit_back = the_exit_up->arch->instance (); |
|
|
303 | |
|
|
304 | new_map->load_sync (); |
|
|
305 | |
311 | for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) |
306 | for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) |
312 | /* Remove exit back to previous random map. There should only be one |
307 | /* Remove exit back to previous random map. There should only be one |
313 | * which is why we break out. To try to process more than one |
308 | * which is why we break out. To try to process more than one |
314 | * would require keeping a 'next' pointer, ad free_object kills tmp, which |
309 | * would require keeping a 'next' pointer, ad free_object kills tmp, which |
315 | * breaks the for loop. |
310 | * breaks the for loop. |
316 | */ |
311 | */ |
317 | if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) |
312 | if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) |
318 | { |
313 | { |
319 | tmp->destroy (); |
314 | tmp->destroy (); |
320 | break; |
315 | break; |
321 | } |
316 | } |
322 | |
317 | |
323 | if (final_map_exit == 1) |
|
|
324 | { |
|
|
325 | /* setup the exit back */ |
318 | /* setup the exit back */ |
326 | the_exit_back->slaying = map->path; |
319 | the_exit_back->slaying = map->path; |
327 | the_exit_back->stats.hp = the_exit_down->x; |
320 | the_exit_back->stats.hp = the_exit_down->x; |
328 | the_exit_back->stats.sp = the_exit_down->y; |
321 | the_exit_back->stats.sp = the_exit_down->y; |
329 | the_exit_back->x = new_map->enter_x; |
322 | the_exit_back->x = new_map->enter_x; |
330 | the_exit_back->y = new_map->enter_y; |
323 | the_exit_back->y = new_map->enter_y; |
331 | |
324 | |
332 | insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
325 | insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
333 | } |
326 | } |
334 | } |
327 | } |
335 | else |
|
|
336 | the_exit_down->slaying = "/!"; |
|
|
337 | |
328 | |
338 | /* Block the exit so things don't get dumped on top of it. */ |
329 | /* Block the exit so things don't get dumped on top of it. */ |
339 | the_exit_down->move_block = MOVE_ALL; |
330 | the_exit_down->move_block = MOVE_ALL; |
340 | insert_ob_in_map (the_exit_down, map, NULL, 0); |
331 | insert_ob_in_map (the_exit_down, map, NULL, 0); |
341 | maze[the_exit_down->x][the_exit_down->y] = '>'; |
332 | maze[the_exit_down->x][the_exit_down->y] = '>'; |
… | |
… | |
345 | |
336 | |
346 | /* this function unblocks the exits. We blocked them to |
337 | /* this function unblocks the exits. We blocked them to |
347 | keep things from being dumped on them during the other |
338 | keep things from being dumped on them during the other |
348 | phases of random map generation. */ |
339 | phases of random map generation. */ |
349 | void |
340 | void |
350 | unblock_exits (maptile *map, char **maze, random_map_params *RP) |
341 | unblock_exits (maptile *map, layout &maze) |
351 | { |
342 | { |
352 | int i = 0, j = 0; |
343 | int i = 0, j = 0; |
353 | object *walk; |
344 | object *walk; |
354 | |
345 | |
355 | for (i = 0; i < RP->Xsize; i++) |
346 | for (i = 0; i < maze.w; i++) |
356 | for (j = 0; j < RP->Ysize; j++) |
347 | for (j = 0; j < maze.h; j++) |
357 | if (maze[i][j] == '>' || maze[i][j] == '<') |
348 | if (maze[i][j] == '>' || maze[i][j] == '<') |
358 | { |
349 | { |
359 | for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
350 | for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
360 | { |
351 | { |
361 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
352 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |